If I make a PRT Volume, assign a Magma PRT Op, and output (1,1,1) to color and emission, enable emission, and render, I see alpha, but no RGB. If I add a light, I get some diffuse RGB, but the emission still seems to be ignored. If I assign a Krakatoa Material, then it renders as expected.
This seems like a bug, but I’m wondering… Why doesn’t the scripts to make PRT Volume, PRT Loader, etc. assign the Krakatoa material? Just wondering if there’s a downside to that.
The PRT Volume script assigns the material of the source object, because it assumes that you want to get the same color, texture, opacity etc. that is already on the source. For example, if you have the Stanford Bunny with a checker map, turning it into a PRT Volume will preserve the checked map automatically. It also copies the wirecolor in case the source mesh has no material and you want the particles to be the same color still…
The PRT Loader assumes that no material is needed and all data is coming from the PRT sequence. Especially given that a material overrides both PRT channels and Magma-defined channels, having a default material assigned to a PRT Loader sounds like the worst idea ever.